Hello, this is a demo of my balance game. Drag a ball to catch fruits, the game gets harder over time. I want feedback on the controls and difficulty. Watch the video and play here: https://geam-moi.itch.io/meo-te
Well I’d like that the switch around to be more clear, its hard to tell how fast is too fast to move, maybe the red danger thing could be replaced with a sliding bar or some kind of progression, like: (1) ok (2) getting a bit tilted to the side (3) getting too close to dmg! (4) getting damaged and losing a heart. (this can be done with a slider or color you don’t need text, just a better indication, also you should try and calculate if its possible for the player to catch the falling objects, from any place on the screen, it might be impossible to react (not sure just a feeling) in some situations. Id maybe make objects of different weights too, so they don’t fall all at the same rate (you can color code the fruits so the player can tell easily), and give a small delay of a few milliseconds between when the object appears and then falls down so the player can prepare for multiple objects and plan out which ones to go for first.
Also i know its a demo, but there’s no penalty for not catching the fruits, when i went down to 1 heart i stopped trying to catch them and let go of the mouse. Got to 233 score before getting tired of it and decided to close it. https://postimg.cc/9Dyv0w24
Tried it for a minute on desktop. Standing still already got me to 12 with all 3 hearts, because a lot of fruit drops straight onto the basket, so the opening does not feel too hard. Dragging the ball with the mouse never moved the cat, so the rule about falling if you drag too fast or reverse never came up. If that rule is the real difficulty, it needs to show up earlier, and a visible tilt before you lose a life would help people learn it. Also worth checking that mouse drag moves the ball the same way a finger does, or desktop players cannot actually test the hard part.


